Quantcast
Channel: Fighting | BoardGameGeek
Viewing all articles
Browse latest Browse all 1363347

Reply: Gloomhaven:: Variants:: Re: Mindthief Nerf Variant

$
0
0

by gabrielrockman1

danom wrote:

gabrielrockman1 wrote:

It certainly is relevant. The point of weakening the TMW to +1 damage is to make other augments worth considering.

If removing TMW completely still wouldn't make it worth considering using an augment that gives +2 self heal on every attack, that is certainly relevant to our discussion.

And if you think that a card that gives a permanent buff of +2 self heal on every melee attack to a melee class isn't worth using, then I stand by my assertion that you're just trolling. Trolling is rude.
I actually agree with Twilight Sonata and I don't see where he is trolling. The Mind Thief is a versatile class at the moment which can react properly to many different situations. He can do range damage, crowd control and tanking but in none of the three fields he really shines. The only thing where he is decently good at is melee damage thanks to that +2 damage augment (and on lvl 9 he gets some other interesting augment which with the right setup options is a viable alternative for the +2 damage augment, but for that you would have to first bring him to max lvl). Now what will happen when you nerf that option where he is good at? Yes, you might see more variable playstyles of those who play mindthiefs but you will also see frustrated people, because the class will be crap compared to other classes.

I don't know why you value that self heal so much. When you want a damage dealer, the mind thiefs base attack 3 will not accomplish anything and the heal will be useless when he is not tanking. And when you use him as a tank he still sucks, because of the low hit points. I would much rather have a brute or a similar tank class in my party with twice the amount of hp, defensive abilities and the option to equip heavy gear without penalty. Healing is just not as effective as dealing damage in this game and especially with a class that can't eat much damage anyways it is only something that is useful in rare situations.


Did you even read my post at all???

I've never claimed that self healing is great. Just that a +2 self heal on all melee attacks is better than not using any augment at all.

My question was about whether or not the other augments would be worth using if The Mind's Weakness was removed from the game. It was not about whether or not the other augments are worth using when The Mind's Weakness is an option.

A very relevant question to this thread is if we removed The Mind's Weakness from the game, would the other augments be worth using? If the answer is no, then nerfing The Mind's Weakness won't make the other augments worth using. If the answer is yes, then if The Mind's Weakness is weakened, the other augments do have a chance of being used. And the utility of doing extra melee damage compared to the utility of a self heal is IRRELEVANT if we're discussing whether or not the augments are worth using if The Mind's Weakness is removed from the game.





The Mindthief is not a ranged damage dealer or a tank. The Mindthief is a crowd control specialist, and they are better at it than any other starting class.

The Mindthief really shines in crowd control. They start off at level 1 with TWO non-loss stuns, one of which also does 5 damage to the target. They also start off with a non-loss push 3 card, a non-loss invisibility card, a loss range 5 disarm, a loss move+stun on the bottom of a non-loss melee stun, and at level 2 they get a range 4 non-loss immobilize.

As I said before - what class of the starting six does crowd control better than a Mindthief?

Viewing all articles
Browse latest Browse all 1363347

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>